using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using qtAiGamesLibrary;

namespace Flos
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class FloGame : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D MouseTexture;
        static int FloCount = 1000;
        TestFlo[] _TestFlos = new TestFlo[FloCount];

        Random myRandom = new Random();

        public FloGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            for (int i = 0; i < FloCount; i++)
            {
                _TestFlos[i] = new TestFlo(new Vector2(Utils.RandMax(700), Utils.RandMax(700)));
                _TestFlos[i].Init();


                if (i == 0)
                {
                    _TestFlos[0].Wanderer = true;
                }
                else
                {
                    _TestFlos[i].ThreatPos.Add(_TestFlos[0]);
                    _TestFlos[i].MaxSpeed = 500.0f;
                }


                _TestFlos[i].LoadAssets(Content);

                // Check for bounce
                _TestFlos[i].MaxX = graphics.GraphicsDevice.Viewport.Width - 16;
                _TestFlos[i].MinX = 0;
                _TestFlos[i].MaxY = graphics.GraphicsDevice.Viewport.Height - 16;
                _TestFlos[i].MinY = 0;
//                 if (myRandom.Next(2) == 0)
//                 {
//                     _TestFlos[i].Seekit = true;
//                 }
//                 else
//                 {
//                     _TestFlos[i].Seekit = false;
//                 }
                _TestFlos[i].Seekit = false; 
                
                
                //_TestFlos[i].vPos = new Vector2(i * 10, i * 10);
            }
            MouseTexture = Content.Load<Texture2D>("Test");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            UpdateMouse();
            // TODO: Add your update logic here
            for (int i = 0; i < FloCount; i++)
            {
                if (MouseClicked)
                {
                    _TestFlos[i].Update(gameTime);
                }

            }
            
            base.Update(gameTime);
        }


        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            
            // TODO: Add your drawing code here
            // Draw the mouse
            Vector2 mouseLoc = Vector2.Zero;
            mouseLoc.X = Mouse.GetState().X;
            mouseLoc.Y = Mouse.GetState().Y;

            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
            for (int i = 0; i < FloCount; i++)
            {
                _TestFlos[i].Draw(gameTime, spriteBatch);
                _TestFlos[i].DrawDebug(GraphicsDevice, spriteBatch);
            }

            spriteBatch.Draw(MouseTexture, mouseLoc, Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }

        bool MouseClicked = false;

        /// <summary>
        /// Updates the mouse and its impact on the games (flos)
        /// </summary>
        void UpdateMouse()
        {

            MouseState CurrentMouse = Mouse.GetState();
            //if (CurrentMouse.LeftButton == ButtonState.Pressed)
            {
                MouseClicked = true;
                // Adjust the sprite speed to go towards mine
                Vector2 tmpVect = Vector2.Zero;
                tmpVect.X = CurrentMouse.X;
                tmpVect.Y = CurrentMouse.Y;


                for (int i = 0; i < FloCount; i++)
                {
                    _TestFlos[i].TargetPos = tmpVect;
                }
            }


        }
    }
}
